cleaned up AI comments
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@@ -45,9 +45,6 @@
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if (interaction && interaction !== receivedInteraction) {
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receivedInteraction = interaction;
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// Headpats are handled at the page level via FullscreenModal instead of the pet menu.
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// This provides a more prominent/fullscreen experience for headpat animations,
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// while regular messages/bubbles are shown in the pet menu near the desktop pet.
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if (interaction.type !== INTERACTION_TYPE_HEADPAT) {
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isPetMenuOpen = true;
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@@ -65,13 +62,7 @@
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isPetMenuOpen = false;
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receivedInteraction = undefined;
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clearInteraction(user.id);
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// We probably shouldn't disable interactivity globally here as other pets might be active,
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// but 'set_pet_menu_state' in backend handles the window transparency logic per pet/menu.
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// However, we did explicitly call set_scene_interactive(true).
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// It might be safer to let the mouse-leave or other logic handle setting it back to false,
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// or just leave it as is since the user might want to interact.
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// For now, focusing on the message lifecycle.
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}, 8000) as unknown as number;
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}, 8000);
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}
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}
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}
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@@ -82,15 +73,6 @@
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doll?.configuration.colorScheme.outline,
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);
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// This reactive statement forces the menu closed whenever `isInteractive` changes.
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// This conflicts with our message logic because we explicitly set interactive=true when opening the menu for a message.
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// We should remove this or condition it.
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// The original intent was likely to close the menu if the user moves the mouse away (interactive becomes false),
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// but `isInteractive` is driven by mouse hover usually.
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// When we force it via invoke("set_scene_interactive", { interactive: true }), it might not reflect back into `isInteractive` prop immediately or correctly depending on how the parent passes it.
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// Actually, `isInteractive` is a prop passed from +page.svelte probably based on hover state.
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// If we want the menu to stay open during the message, we should probably ignore this auto-close behavior if a message is present.
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$: if (!receivedInteraction && !isInteractive) {
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isPetMenuOpen = false;
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}
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